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Apologies if this isn't the correct thread but I'm having a problem with Star Wars: Dark Forces 2. I just recently played through DF and loved it and figured I'd keep the train going because Jedi Outcast is one of my favorite FPS games but I've never played DF2. Anyway I'm running it in compatibility mode (Windows XP) and at 256 colors, as recommended on Steam forums. The game itself plays in 1080 but the menus and cutscenes switch to a tiny window in the corner of the screen. Googling has only resulted in people bitching at Valve/LA for selling a broken game. Surely there must be some way to make it better? There's a pretty serious delay between pressing Esc and the menu coming up or resuming the game. I was thinking I could set up a profile in my Nvidia options for the monitor to switch to a more era appropriate resolution and play full screen that way, but I wanted to see if there were any other options.
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# ? Jan 7, 2016 17:22 |
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# ? May 31, 2024 07:32 |
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BattleMaster posted:
Finally caught up with the thread, all this sounds wonderful! It's like Qonquer for Q2. Too bad I know nothing about Q2's in-and-outs, so I could offer even a tiny help.
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# ? Jan 7, 2016 17:35 |
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Lork posted:I'm having some trouble with the Going Down map Demonology. I can't figure out how to get the skull in the bedroom. I've triggered all the others and killed everything, so I've been reduced to blindly running around humping the walls to no avail. Even watching this playthrough on Youtube doesn't make it obvious what triggers the wall to open. The computer are map in that room acts as a hint. When you pick it up, and check your automap, it reveals some useful invisible arrows. One arrow points to the stairwell outside and there you'll find a false wall you can use. Inside you'll find a couple of imps and the switch to release the key. Every single person I've talked to about going down or watched play has failed to work that out. I guess it's pretty obtuse.
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# ? Jan 7, 2016 17:51 |
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Oblige + small maps with the highest enemy/ammo spawn rate + Guncaster or Demonsteele makes for a fun 10 minutes or so of blowing off steam, let me tell you.
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# ? Jan 7, 2016 17:55 |
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koren posted:The computer are map in that room acts as a hint. When you pick it up, and check your automap, it reveals some useful invisible arrows. Anyway, thanks for the help! I probably would've been wandering around for a very long time before I found that on my own. Lork fucked around with this message at 18:03 on Jan 7, 2016 |
# ? Jan 7, 2016 18:00 |
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Using glboom+ for first screenshot, but it also shows up for me in my stock install of zdoom. I think the arrows were added in a patch, so you might be running an old version? Either way, it's not intuitive.
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# ? Jan 7, 2016 18:47 |
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The Kins posted:I'm playing with Oblige + DoomRLA... and realizing that Oblige is a better level designer than I am. Sometimes Oblige is just evil, though. I spent half an hour trying to get out of the starting room of MAP01 because it had 4 cacos (one run had a loving cacoabyss ), an arachnotron, some lost souls, a few pinkies, like 30 random zombies and no cover besides the doorway to the actual spawn room. Most of the health is clustered around a trap that opens up a bunch of chaingunner closets. And that's just the first room of MAP01. e: finally finished the map. Afterwards I find out that there's an invuln in a secret in the spawn room dis astranagant fucked around with this message at 18:58 on Jan 7, 2016 |
# ? Jan 7, 2016 18:52 |
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The Kins posted:I'm playing with Oblige + DoomRLA... and realizing that Oblige is a better level designer than I am. It even supports 3D floors!
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# ? Jan 7, 2016 18:59 |
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Does anyone here played/remember C&C Renegade?
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# ? Jan 7, 2016 19:07 |
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Humerus posted:Apologies if this isn't the correct thread but I'm having a problem with Star Wars: Dark Forces 2. I just recently played through DF and loved it and figured I'd keep the train going because Jedi Outcast is one of my favorite FPS games but I've never played DF2. Anyway I'm running it in compatibility mode (Windows XP) and at 256 colors, as recommended on Steam forums. The game itself plays in 1080 but the menus and cutscenes switch to a tiny window in the corner of the screen. Googling has only resulted in people bitching at Valve/LA for selling a broken game. Surely there must be some way to make it better? There's a pretty serious delay between pressing Esc and the menu coming up or resuming the game. I was thinking I could set up a profile in my Nvidia options for the monitor to switch to a more era appropriate resolution and play full screen that way, but I wanted to see if there were any other options. Unfortunately the cutscenes being in their original resolution is something that has no workaround.
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# ? Jan 7, 2016 20:18 |
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laserghost posted:Does anyone here played/remember C&C Renegade?
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# ? Jan 7, 2016 20:22 |
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laserghost posted:Finally caught up with the thread, all this sounds wonderful! It's like Qonquer for Q2. Too bad I know nothing about Q2's in-and-outs, so I could offer even a tiny help. Thanks I've done a bit more work and testing. I've found out that Medics can cause waves to end early because revived monsters that are killed again will "double dip". My solution will be to alter the medic revive code so when a monster is successfully revived the number of remaining enemies increases by 1. The medics also break sometimes and will stand there repeatedly trying to revive the same monster over and over again to no avail, but I don't think it's my code that's doing it. The guys showed up so seldomly in single player that maybe I never noticed they were broken before. I greatly increased the number of enemies that spawn per wave in a test and I ran into netcode problems. There's a maximum packet size that can be reached if the client has too many enemies on their screen at once. Part of the issue is that my test level is just a single big room; having multiple paths for the enemies to take will mitigate that a bit but I think in the end there needs to be an enemy cap per wave. Maybe every wave after the enemy cap gets hit, the probabilities for stronger monsters spawning increase including a "nightmare" enemy list that starts at 0%, so boss monsters and assholes like the The Reckoning expansion Phalanx Gladiator and eye-laser Brain begin spawning in increasing numbers.
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# ? Jan 7, 2016 20:38 |
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Casimir Radon posted:Yes ir course, what is this? I hope.
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# ? Jan 7, 2016 21:27 |
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BattleMaster posted:Thanks drat, this sounds pretty
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# ? Jan 7, 2016 21:54 |
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foozwak posted:Unfortunately the cutscenes being in their original resolution is something that has no workaround. Thanks though.
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# ? Jan 7, 2016 21:55 |
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Humerus posted:
I should point out that the Gog release fixes these issues and makes the menus and cutscenes work in full screen. It also includes the soundtrack which was ridiculously omitted from the Steam version. Seriously, please pick up the Gog versions if you want to experience JK in any way resembling how it was meant to be played. The Steam version is loving terrible and there was literally zero effort made beyond getting the thing to run without crashing straight to desktop.
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# ? Jan 7, 2016 22:03 |
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Rupert Buttermilk posted:Unless they REALLY fixed it up for the final release, this was terrible, and I love all things RE4/Mercenaries-related. (EDIT: Ok, well, after watching this video, it looks like a LOT has improved. When I played, there wasn't even an aiming reticle, which is necessary for a mod like this) Hey man Narcissus asked a question and I answered it. I didn't say it was good Seriously though that's kind of s shame because I love the RE Mercenaries side games and they would probably translate well to Doom with proper maps.
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# ? Jan 7, 2016 22:04 |
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Convex posted:I should point out that the Gog release fixes these issues and makes the menus and cutscenes work in full screen. It also includes the soundtrack which was ridiculously omitted from the Steam version. ...JK has a soundtrack? e: they don't have Mysteries of the Sith on GOG, do they? The Steam release of that is even more broken than base JK and I get all sorts of bizarre color glitches on top of the menu/cutscene issue. skasion fucked around with this message at 22:30 on Jan 7, 2016 |
# ? Jan 7, 2016 22:18 |
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skasion posted:...JK has a soundtrack? Yes, a good one! Playing JK on Steam is equivalent to watching a leaked version of a movie without all the effects added in. You can get an unofficial fan patch on the Steam forums that adds back the music but no easy fix for the menus and FMV that I'm aware of.
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# ? Jan 7, 2016 22:26 |
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Convex posted:I should point out that the Gog release fixes these issues and makes the menus and cutscenes work in full screen. It also includes the soundtrack which was ridiculously omitted from the Steam version. That's cool but also kind of lovely? If LA released that on GOG why not Steam? Well whatever, I guess I'm buying it from GOG. Does the Steam JO work correctly? I only ever played the Gamecube version so I was looking forward to playing it with KBM. Quick edit: skasion posted:...JK has a soundtrack? The GOG version includes DF2 and MoS for $6. Hell yeah. Humerus fucked around with this message at 22:39 on Jan 7, 2016 |
# ? Jan 7, 2016 22:36 |
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On the note of Steam versions of old Star Wars games being subpar, I believe the Steam version of the X-Wing and TIE Fighter games still lack the '94 CD-ROM versions (only containing the '93-94 floppy and '98 CD versions), despite GOG getting around to adding them.
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# ? Jan 7, 2016 22:43 |
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Is there ever a reason to get the Steam version of old games? Except the lazy "I don't play it if it's not on Steam" reason?
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# ? Jan 7, 2016 22:50 |
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Humerus posted:That's cool but also kind of lovely? If LA released that on GOG why not Steam? I'm playing Jedi outcast right now through steam and it's played just fine so far.
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# ? Jan 7, 2016 22:50 |
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Humerus posted:That's cool but also kind of lovely? If LA released that on GOG why not Steam?
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# ? Jan 7, 2016 23:03 |
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site posted:I'm playing Jedi outcast right now through steam and it's played just fine so far. Jedi Knight is not Jedi Outcast.
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# ? Jan 7, 2016 23:16 |
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Lemon Curdistan posted:Jedi Knight is not Jedi Outcast. He said JO, not JK. And as far as I know Jedi Knight never came out on GameCube.
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# ? Jan 7, 2016 23:18 |
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site posted:He said JO, not JK. He said Jedi Outcast on Gamecube was one of his favourite games, and he is having a problem with Jedi Knight: Humerus posted:I'm having a problem with Star Wars: Dark Forces 2.
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# ? Jan 7, 2016 23:25 |
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Yeah my problem was with DF2:JK. I also asked if JK2:JO had any problems on modern machines. I blame the dumb naming convention for the series.
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# ? Jan 8, 2016 00:28 |
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site posted:He said JO, not JK. Lemon Curdistan posted:He said Jedi Outcast on Gamecube was one of his favourite games, and he is having a problem with Jedi Knight: Humerus posted:Yeah my problem was with DF2:JK. I also asked if JK2:JO had any problems on modern machines. I blame the dumb naming convention for the series. Looking for some bros to help recharge my lightsaber crystals. I hope someone gets this reference
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# ? Jan 8, 2016 00:34 |
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Wamdoodle posted:drat, this sounds pretty Thanks! I'm approaching something that I'd feel good about releasing, albeit as I'm not a mapper it only has a crappy test map. I created a preliminary statistics tracker. It replaces the help computer in normal single player/co-op and is accessed with F1. I added flying monsters to the spawn list. They spawn at the same height as the spawn location while ground enemies are dropped to the floor. I removed Medics from the spawn list because I still need to figure out everything that's broken about them. In their place in the Hard monster list, I put a second Gladiator entry. I also made a Nightmare monster list with the Tank Commander, Tank Boss, and Flying Boss. The Nightmare spawn probability starts at 0% but after the monster cap is hit the probabilities of medium, hard, and nightmare monsters begins increasing. The cap, number of monsters per wave, base probabilities, and increase probabilities are all configurable. To-do: Still have to figure out spectator mode and lose conditions when all players are dead. Still have to implement a monster objective entity. It's still working off of the stock co-op targeting logic so I need to rewrite that to check all players for the best target and failing that, check if the objective is a valid target to try to destroy. Maybe later: Fix Medic. Add expansion pack monsters. Additional AI tweaks; monsters giving up if they can't see the player for a while and then resuming path to the objective? Options for win conditions: Survival mode (no win condition), point attack (first player to a point total), Finite number of waves with a final wave including a Jorg-riding Makron? Modify HUD to show score or other info Edit: AAAAAAAAAAAH The spawn probability increases and nightmare monsters definitely work BattleMaster fucked around with this message at 01:36 on Jan 8, 2016 |
# ? Jan 8, 2016 00:41 |
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Is there some trick to getting Eduke32 running in fullscreen at lower resolutions? If I set anything lower than my monitor's full resolution, it just shrinks down the game accordingly. Oddly enough it even does if I lower my monitor's actual resolution beforehand. So if I change my monitor to 1280x720, and select the same resolution in the eduke32 menu (with "fullscreen" toggles) I still get a shrunken down game screen. Alt+Enter just toggles a Window border around the game without affecting the size. EDIT: Got this figured out! I had to turn off the "polymer" renderer first. With the standard renderer in use, I could start the game fullscreen in 720p. Then I switched back to Polymer via the in-game options. Now if I start eDuke32 fresh, the menu options default to 720p/Polymer/fullscreen (my in-game state from the last time I quit) and the game actually launches in proper full screen. So yay! 1080p was working, but 720p really pushes the performance into butter-smooth territory on my system. And those Ps make very little difference on these old rear end games anyway, especially since I'm not using modern texture mods or anything like that. Minidust fucked around with this message at 18:29 on Jan 8, 2016 |
# ? Jan 8, 2016 00:41 |
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me and my best bud, gullah jack, decided to give the oblige level generator a whirl with zandronum. it was basically set in this post-industrial purgatory with an unrelenting tide of nazis and whatever else oblige threw into the mess. the last level also basically a half-broken rendition of dead simple; we couldn't figure out how to get to the switches at all.
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# ? Jan 8, 2016 02:13 |
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newmans_owned posted:me and my best bud, gullah jack, decided to give the oblige level generator a whirl with zandronum.
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# ? Jan 8, 2016 02:17 |
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Can't remember who it was, but someone on Twitter wrote out all of the Star Wars Knight/Forces game names for Academy. "Star Wars Dark Forces 4: Jedi Knight 3: Jedi Outcast 2: Jedi Academy" Like, what the gently caress, Lucasarts?!
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# ? Jan 8, 2016 03:04 |
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Lucasarts was not in good condition near the end.
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# ? Jan 8, 2016 03:10 |
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Friend of mine is having a LAN party and I figured we'd give Doom a shot, but holy hell there's just so much goddamn content out there it's kind of overwhelming...any recommendations for multiplayer maps? Deathmatch, coop, whatever.
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# ? Jan 8, 2016 03:12 |
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SO DEMANDING posted:Friend of mine is having a LAN party and I figured we'd give Doom a shot, but holy hell there's just so much goddamn content out there it's kind of overwhelming...any recommendations for multiplayer maps? Deathmatch, coop, whatever. Reelism. This is the only answer you need, fyi EDIT: Ok, I guess that Megaman WAD is pretty neat, too. Rupert Buttermilk fucked around with this message at 03:24 on Jan 8, 2016 |
# ? Jan 8, 2016 03:13 |
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SO DEMANDING posted:Friend of mine is having a LAN party and I figured we'd give Doom a shot, but holy hell there's just so much goddamn content out there it's kind of overwhelming...any recommendations for multiplayer maps? Deathmatch, coop, whatever.
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# ? Jan 8, 2016 03:16 |
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SO DEMANDING posted:Friend of mine is having a LAN party and I figured we'd give Doom a shot, but holy hell there's just so much goddamn content out there it's kind of overwhelming...any recommendations for multiplayer maps? Deathmatch, coop, whatever. Honestly? Go on the /idgames archive, go to the multiplayer category, sort by rating, and pick a random high rated one.
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# ? Jan 8, 2016 03:17 |
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# ? May 31, 2024 07:32 |
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fishmech posted:Honestly? Go on the /idgames archive, go to the multiplayer category, sort by rating, and pick a random high rated one. Confusingly, there is both /levels/doom2/deathmatch/ (where pretty much everything of interest is) as well as /deathmatch/ (which is much smaller but contains a handful of interesting port-specific stuff). Doomworld's annual Cacowards also have "Best DM"/"Best Multiplayer" awards if you want some specific recommendations (I particularly like Dynamite DM, UDMX, and the various featured 32in24 map packs out of the ones listed here).
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# ? Jan 8, 2016 03:49 |